Editing Samus (SSB4)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 22: Line 22:


==Attributes==
==Attributes==
Samus is unique among her fellow heavyweights. While she is tied with {{SSB4|Bowser Jr.}} as the sixth heaviest character in the game, she is a [[Falling speed#Floaty|floaty]] character with slightly below average [[walking]] and [[dash]]ing speeds, average [[air speed]], above average air acceleration, high jump height and slow [[falling speed]]. These attributes grant her an easier time chasing aerial opponents and forcing air dodges, yet also cause her to be juggled rather easily. When combined with her few reliable landing options and slow falling speed, opponents will also have more time to punish Samus as she attempts to return to the stage. In addition, many of her moves artificially extend her hurtboxes, leading to trades, an opponent grabbing her invisible hurtboxes and, in some cases, getting punished after landing a move despite her being visually out of range of the opponent's counterattack. Furthermore, some of the hitboxes on her moves, most notably up smash, forward smash and up aerial, have the issue of failing to connect properly or even whiffing outright.
Samus is unique among her fellow heavyweights. While she is tied with {{SSB4|Bowser Jr.}} as the sixth heaviest character in the game, she is a [[Falling speed#Floaty|floaty]] character with slightly below average [[walking]] and [[dash]]ing speeds, average [[air speed]] and slow [[falling speed]]. These attributes grant her an easier time chasing aerial opponents and forcing air dodges, yet also cause her to be juggled rather easily. When combined with her few reliable landing options and slow falling speed, opponents will also have more time to punish Samus as she attempts to return to the stage. In addition, many of her moves artificially extend her hurtboxes, leading to trades, an opponent grabbing her invisible hurtboxes and, in some cases, getting punished after landing a move despite her being visually out of range of the opponent's counterattack. Furthermore, some of the hitboxes on her moves, most notably up smash, forward smash and up aerial, have the issue of failing to connect properly or even whiffing outright.


Samus' moveset is defensive, as she uses her projectiles to space, rack up damage from a distance and pressure shields. [[Charge Shot]] is her most consistent KOing option out of her special moves, courtesy of its increased speed and power. [[Missile]] is mostly used for spacing, due to neither its Homing or Super variants being extremely inefficient at KOing, while [[Bomb (Samus)|Bomb]] grants Samus various mix-ups and can aid her recovery. However, Missile and Bomb also possess valuable utility, in that they can guarantee a shield break when used in conjunction with a sufficiently charged Charge Shot or a sweetspotted back aerial. Lastly, [[Screw Attack]] is a decent out of shield option, a KOing option near the upper blast line and a viable combo finisher from aerial combo strings. Combined with rage, it can KO very early.
Samus' moveset is defensive, as she uses her projectiles to space, rack up damage from a distance and pressure shields. [[Charge Shot]] is her most consistent KOing option out of her special moves, courtesy of its increased speed and power. [[Missile]] is mostly used for spacing, due to neither its Homing or Super variants being extremely inefficient at KOing, while [[Bomb (Samus)|Bomb]] grants Samus various mix-ups and can aid her recovery. However, Missile and Bomb also possess valuable utility, in that they can guarantee a shield break when used in conjunction with a sufficiently charged Charge Shot or a sweetspotted back aerial. Lastly, [[Screw Attack]] is a decent out of shield option, a KOing option near the upper blast line and a viable combo finisher from aerial combo strings. Combined with rage, it can KO very early.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: